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		<h1>[name]</h1>

		<div class="desc">
		Base class for geometries.<br />
		A geometry holds all data necessary to describe a 3D model.
		</div>


		<h2>Example</h2>

		<code>var geometry = new THREE.Geometry()

		geometry.vertices.push( new THREE.Vector3( -10,  10, 0 ) );
		geometry.vertices.push( new THREE.Vector3( -10, -10, 0 ) );
		geometry.vertices.push( new THREE.Vector3(  10, -10, 0 ) );

		geometry.faces.push( new THREE.Face3( 0, 1, 2 ) );

		geometry.computeBoundingSphere();
		</code>

		<h2>Constructor</h2>

		<h3>[name]()</h3>


		<h2>Properties</h2>

		<h3>.[page:Integer id]</h3>
		<div>
		Unique number of this geometry instance
		</div>
		
		<h3>.[page:String name]</h3>
		<div>
		Name for this geometry. Default is an empty string.
		</div>

		<h3>.[page:Array vertices]</h3>
		<div>
		Array of [page:Vector3 vertices].<br />
		The array of vertices hold every position of points of the model.<br />
		To signal an update in this array, [page:Geometry Geometry.verticesNeedUpdate] needs to be set to true.
		</div>

		<h3>.[page:Array colors]</h3>
		<div>
		Array of vertex [page:Color colors], matching number and order of vertices.<br />
		Used in [page:ParticleSystem], [page:Line] and [page:Ribbon].<br />
		[page:Mesh Meshes] use per-face-use-of-vertex colors embedded directly in faces.<br />
		To signal an update in this array, [page:Geometry Geometry.colorsNeedUpdate] needs to be set to true.
		</div>

		<h3>.[page:Array normals]</h3>
		<div>
		Array of vertex [page:Vector3 normals], matching number and order of vertices.<br />
		[link:http://en.wikipedia.org/wiki/Normal_(geometry) Normal vectors] are  nessecary for lighting <br />
		To signal an update in this array, [page:Geometry Geometry.normalsNeedUpdate] needs to be set to true.
		</div>

		<h3>.[page:Array faces]</h3>
		<div>
		Array of [page:Face3 triangles] or/and [page:Face4 quads].<br />
		The array of faces describe how each vertex in the model is connected with each other.<br />
		To signal an update in this array, [page:Geometry Geometry.elementsNeedUpdate] needs to be set to true.
		</div>

		<h3>.[page:Array faceUvs]</h3>
		<div>
		Array of face [page:UV] layers.<br />
		Each UV layer is an array of [page:UV] matching order and number of faces.<br />
		To signal an update in this array, [page:Geometry Geometry.uvsNeedUpdate] needs to be set to true.
		</div>

		<h3>.[page:Array faceVertexUvs]</h3>
		<div>
		Array of face [page:UV] layers.<br />
		Each UV layer is an array of [page:UV] matching order and number of vertices in faces.<br />
		To signal an update in this array, [page:Geometry Geometry.uvsNeedUpdate] needs to be set to true.
		</div>

		<h3>.[page:Array morphTargets]</h3>
		<div>
		Array of morph targets. Each morph target is a Javascript object:
		<code>{ name: "targetName", vertices: [ new THREE.Vector3(), ... ] }</code>
		Morph vertices match number and order of primary vertices.
		</div>

		<h3>.[page:Array morphColors]</h3>
		<div>
		Array of morph colors. Morph colors have similar structure as morph targets, each color set is a Javascript object:
		<code>morphColor = { name: "colorName", colors: [ new THREE.Color(), ... ] }</code>
		Morph colors can match either number and order of faces (face colors) or number of vertices (vertex colors).
		</div>

		<h3>.[page:Array morphNormals]</h3>
		<div>
		Array of morph normals. Morph normals have similar structure as morph targets, each normal set is a Javascript object:
		<code>morphNormal = { name: "NormalName", normals: [ new THREE.Vector3(), ... ] }</code>
		</div>

		<h3>.[page:Array skinWeights]</h3>
		<div>
		Array of skinning weights, matching number and order of vertices.
		</div>

		<h3>.[page:Array skinIndices]</h3>
		<div>
		Array of skinning indices, matching number and order of vertices.
		</div>

		<h3>.[page:Object boundingBox]</h3>
		<div>
		Bounding box.
		<code>{ min: new THREE.Vector3(), max: new THREE.Vector3() }</code>
		</div>

		<h3>.[page:Object boundingSphere]</h3>
		<div>
		Bounding sphere.
		<code>{ radius: float }</code>
		</div>

		<h3>.[page:Boolean hasTangents]</h3>
		<div>
		True if geometry has tangents. Set in [page:Geometry Geometry.computeTangents].
		</div>

		<h3>.[page:Boolean dynamic]</h3>
		<div>
		Set to *true* if attribute buffers will need to change in runtime (using "dirty" flags).<br/>
		Unless set to true internal typed arrays corresponding to buffers will be deleted once sent to GPU.<br/>
		Defaults to true.
		</div>
		
		<h3>.[page:Boolean verticesNeedUpdate]</h3>
		<div>
		Set to *true* if the vertices array has been updated.
		</div>
		
		<h3>.[page:Boolean elementsNeedUpdate]</h3>
		<div>
		Set to *true* if the faces array has been updated.
		</div>
		
		<h3>.[page:Boolean uvsNeedUpdate]</h3>
		<div>
		Set to *true* if the uvs array has been updated.
		</div>
		
		<h3>.[page:Boolean normalsNeedUpdate]</h3>
		<div>
		Set to *true* if the normals array has been updated.
		</div>
		
		<h3>.[page:Boolean tangentsNeedUpdate]</h3>
		<div>
		Set to *true* if the tangents in the faces has been updated.
		</div>
		
		<h3>.[page:Boolean colorsNeedUpdate]</h3>
		<div>
		Set to *true* if the colors array has been updated.
		</div>
		
		<h3>.[page:Boolean lineDistancesNeedUpdate]</h3>
		<div>
		Set to *true* if the linedistances array has been updated.
		</div>
		
		<h3>.[page:Boolean buffersNeedUpdate]</h3>
		<div>
		Set to *true* if an array has changed in length.
		</div>

		<h3>.[page:array morphNormals]</h3>
		<div>
		todo
		</div> 

		<h3>.[page:array lineDistances]</h3>
		<div>
		todo
		</div> 

		<h2>Methods</h2>

		<h3>.applyMatrix( [page:Matrix4 matrix] )</h3>
		<div>
		Bakes matrix transform directly into vertex coordinates.
		</div>

		<h3>.computeCentroids()</h3>
		<div>
		Computes centroids for all faces.
		</div>

		<h3>.computeFaceNormals()</h3>
		<div>
		Computes face normals.
		</div>

		<h3>.computeVertexNormals()</h3>
		<div>
		Computes vertex normals by averaging face normals.<br />
		Face normals must be existing / computed beforehand.
		</div>

		<h3>.computeMorphNormals()</h3>
		<div>
		Computes morph normals.
		</div>

		<h3>.computeTangents()</h3>
		<div>
		Computes vertex tangents.<br />
		Based on [link:http://www.terathon.com/code/tangent.html]<br />
		Geometry must have vertex [page:UV UVs] (layer 0 will be used).
		</div>

		<h3>.computeBoundingBox()</h3>
		<div>
		Computes bounding box of the geometry, updating [page:Geometry Geometry.boundingBox] attribute.
		</div>

		<h3>.computeBoundingSphere()</h3>
		<div>
		Computes bounding sphere of the geometry, updating [page:Geometry Geometry.boundingSphere] attribute.
		</div>
		
		<div>Neither bounding boxes or bounding spheres are computed by default. They need to be explicitly computed, otherwise they are *null*.</div>

		<h3>.mergeVertices()</h3>
		<div>
		Checks for duplicate vertices using hashmap.<br />
		Duplicated vertices are removed and faces' vertices are updated.
		</div>
		
		<h3>.clone()</h3>
		<div>
		Creates a new clone of the Geometry.
		</div>
		
		<h3>.dispose()</h3>
		<div>
		Removes The object from memory. <br />
		Don't forget to call this method when you remove an geometry because it can cuase meomory leaks. 
		</div>


		<h3>.dispatchEvent([page:todo event]) [page:todo]</h3>
		<div>
		event -- todo
		</div>
		<div>
		todo
		</div>

		<h3>.hasEventListener([page:todo type], [page:todo listener]) [page:todo]</h3>
		<div>
		type -- todo <br />
		listener -- todo
		</div>
		<div>
		todo
		</div>

		<h3>.removeEventListener([page:todo type], [page:todo listener]) [page:todo]</h3>
		<div>
		type -- todo <br />
		listener -- todo
		</div>
		<div>
		todo
		</div>

		<h3>.computeLineDistances() [page:todo]</h3>
		<div>
		todo
		</div>

		<h3>.addEventListener([page:todo type], [page:todo listener]) [page:todo]</h3>
		<div>
		type -- todo <br />
		listener -- todo
		</div>
		<div>
		todo
		</div>

		<h2>Source</h2>

		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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